Business, technological, and social dimensions of computer games : multidisciplinary developments / Maria Manuela Cruz-Cunha, Vitor Hugo Carvalho and Paula Cristina Almeida Tavares, editors.

"Computer and online games have emerged as a critical area of study due to their implications for business and society, as well as their increased presence in individuals’ lives.Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments is a collection of th...

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Bibliographic Details
Corporate Author: InfoSci-Books
Other Authors: Carvalho, Vitor Hugo, 1979-, Cruz-Cunha, Maria Manuela, 1964-, Tavares, Paula Cristina Almeida, 1973-
Format: Ebook
Language:English
Published: Hershey, PA : Information Science Reference, c2011.
Subjects:
Online Access:IGI Global e-Book Collection
Table of Contents:
  • Section 1. Supporting Technologies and Tools:
  • 1. Video Games as Aggregating Mediums and Resulting Products of Several Visual Communication Languages / Paula Tavares, Pedro Mota Teixeira, Leonardo Pereira, Maria Manuela Cruz-Cunha
  • 2. AI Design for Believable Characters via Gameplay Design Patterns / Petri Lankoski, Anja Johansson, Benny Karlsson, Staffan Björk, Pierangelo Dell’Acqua
  • 3. A Practice-Based Analysis of Social Interaction in a Massively Multiplayer Online Gaming Environment / Giannis Milolidakis, Chris Kimble, Corinne Grenier
  • 4. Character Animation: Past, Present and Future / Verónica Costa Orvalho, João Orvalho
  • 5. Enhancing Online Games with Agents / Agostino Poggi
  • 6. Questing for Standards: Role Playing Games in Second Life / Mark G. Elwell
  • 7. Artificial Intelligence in Games Evolution / Murillo Guimarães Carneiro
  • 8. Once Upon a Time: The Convergence of Interactive Storytelling and Computer Games / Jouni Smed
  • Section 2. Human Computer Interaction:
  • 9. Game Led HCI Improvements / Michael Barlow
  • 10. Human-Computer Interaction in Games Using Computer Vision Techniques / Vladimir Devyatkov, Alexander Alfimtsev
  • 11. Human-Computer Interaction and Artificial Intelligence: Multidisciplinarity Aiming Game Accessibility / Sarajane Marques Peres, Clodis Boscarioli, Jorge Bidarra, Marcelo Fantinato
  • 12. Mobile Gaming: Exploring Spaces and Places / Blaine Hoffman
  • Section 3. Psychological, Behavioral and Social Effects:
  • 13. A Multiplayer Team Performance Task: Design and Evaluation / Henry H. Emurian, Gerald C. Canfield, Peter G. Roma, Zabecca S. Brinson, Eric D. Gasior, Robert D. Hienz, Steven R. Hursh, Joseph V. Brady
  • 14. Emotional Journeys in Game Design Teams / Patrick Stacey, Joe Nandhakumar
  • 15. The Contribution of Videogames to Anti-Social Attitudes and Behaviours amongst Youngsters / Olga Albuquerque, Gillian Grace Moreira
  • 16. Gamer Talk: Becoming Impenetrably Efficient / Matthew Sharritt, R. Kelly Aune, Daniel D. Suthers
  • 17. Playing with Violence: An Updated Review on the Effects of Playing Violent Electronic Games / Patrícia Arriaga, Augusta Gaspar, Francisco Esteves
  • 18. Knowing the Game: A Review of Videogames and Entertainment Software in the United States - Trends and Future Research Opportunities / Julio Angel Ortiz
  • 19. Meaningful Video Games: Drama-Based Video Games as Transformational Experience / Stephen Brock Schafer, Gino Yu
  • Section 4. Business Opportunities and Applications:
  • 20. Application of Serious Games in Industrial Contexts / Heiko Duin, Jannicke Baalsrud Hauge, Felix Hunecker, Klaus-Dieter Thoben
  • 21. Building Customer Relationship through Game Mechanics in Social Games / Juho Hamari, Aki Järvinen
  • 22. Games and Advertising / Inês de Seixas Duarte, António Manuel Valente de Andrade
  • 23. Business Process Management in the Computer Games Industry / Fernando Belfo
  • 24. New Business Models for the Computer Gaming Industry: Selling an Adventure / Martin Heitmann, Kay Tidten
  • 25. Pluralistic Coordination / Peter J. Denning, Fernando Flores, Gloria Flores
  • 26. Business Opportunities in Social Virtual Worlds / Danny Pannicke, Jonas Repschläger, Rüdiger Zarnekow
  • 27. How has the Internet Evolved the Videogame Medium? / Kostas Anagnostou
  • Section 5. Property Rights:
  • 28. Computer Games and Intellectual Property Law: Derivative Works, Copyright and Copyleft / Pedro Pina
  • 29. Law, Architecture, Gameplay, and Marketing / Peter J. Wasilko.
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